initially loading this into the greggman player doesn't work, but i've accidentally found out that when you type
p0 = at line 95 it starts working?? like it put p0 into some kinda state... weird
after that i looked closely at the low pass filter implementation and i didn't really hear any difference when changing the cutoff which confused me for a while. then i remembered that
thread from 2 years ago when you posted about bytebeat filters and i opened up sintel's example again and finally realised that you can have memory/states in greggman bytebeat wut?? how was i so unaware of this, like finally i've realised why every time i've tried to make a filter it's either failed completely or been extremely slow. i still think i'll keep things stateless for my own stuff but yeah i feel a bit silly now hah
oh and cool track, i like the percussive models!